Darkstone Keep
 
MORTAL TIES
 

 
Accepted Ally (Sabbat, 1 pt. Merit): You have a useful connection in the mortal world, a connection of value even to Sabbat leaders. You are allowed to keep this contact as long as there are no complications. If the need should arise, you are expected to kill your contact to protect the Sabbat or prove your loyalty.
 
Anachronism (2 pt. Flaw): You have been a vampire for some time, and are unable (or unwilling) to keep up with the changing times. An Intelligence roll is needed whenever you have to deal with something from a later period than your own breathing days. If the roll is failed, total the net failures and use this total as a negative modifier to your attempts. Note that characters with this flaw will generally have been vampires for longer than the 50 years suggested, so Storytellers should decide whether or not to allow this flaw in their chronicles.
 
Approved Friendship (Sabbat, 2 pt. Merit): You have a friendship with a non-Sabbat, either mortal or Kindred, that you are allowed to keep for some reason. Your friend must have some influence or ability that makes him valuable to the sect or else you would have been ordered to destroy him long ago. However, if the need arises, your leader may ask you to kill your friend.
 
Church Ties (3 pt. Merit): You have influence and contacts in some local churches, and have the means to create protest rallies and raise money. The more you use your ties, of course, the greater your risk of being found out.
 
Corporation CEO (5 pt. Merit): You have a particular influence and sway over a major corporation and associated companies, just as if you were its CEO. Indeed, you may have owned this company before your Embrace, and retained your control. Through this corporation, you know much that takes place in the corporate community, and have the means to wage economic warfare. This merit provides you with some informal Contacts and Resources, the exact extent of which are determined by the Storyteller.
 
Corporate Ties (3 pt. Merit): You have both influence over and contacts in the local corporate community. You understand the dynamics of money in the city and have links with all the major players. In times of need, you can cause all sorts of financial mayhem, and can raise considerable amounts of money (in the form of loans) in a very short period of time.
 
Judicial Ties (2 pt. Merit): You have both influence over and contacts in the justice system. You know most of the judges as well as the attorneys in the prosecutor's department, and can affect the progress of various cases and trials with limited difficulty. Though it is difficult to intervene in a case, you can influence it in one direction or another. These ties can also make it easy to acquire search warrants.
 
Mansion (2 pt. Merit): You won a large mansion - a home with 25 or more rooms - as well as the surrounding estate. The servants, if you have any, are provided for if you choose this merit, though they cannot be used as Herd or Retainers unless you purchase the appropriate background. The mansion is assumed ot have the most current electronic security available, as well as a fence around the perimeter. While the mansion can be in as poor or as good shape as you wish, the more inhabited it appears to be, the more attention it will garner. A ghost house won't attract IRS audits.
 
Media Ties (2 pt. Merit): You have both influence over and contacts in the local media. You can suppress and create news stories (though not always with 100% efficiency - journalists are an unruly bunch) and you have access to the files and gossip of the staffs of newspapers and TV stations.
 
Nightclub (2 pt. Merit): You own a moderate-sized nightclub, perhaps one of the hottest nightspots in the city. This club brings in enough money to support you in moderate luxury ($1000 a month, but it can grow), but more important than the money is the prestige. You may use the nightclub as your haven, or you may simply hang out there. The name of the nightclub, its style, design, and its regular patrons are all up to you. Variations on this theme could include: a restaurant, theater, comedy club, sports arena, or retail store.
 
Police Ties (3 pt. Merit): You have both influence over and contacts in the local police department. You can, with a single phone call, cause an APB to be issued. However, the more often you use your ties with the plice department, the weaker they become, and the more attention you attract toward yourself. Your influence is not solid (that can be achieved only through game play) and can let you down at times.
 
Political Ties (3 pt. Merit): You have both influence over and contacts among the politicians and bureaucrats of the city. In times of need, you can shut off the power and water to a building or neighborhood, and can unleash many different means of harassment against your enemies. The more you use your political ties, the weaker they become (and total control can only be achieved through game play).
 
Secret Friendship (Sabbat, 1 pt. Flaw): You maintain a friendship with a mortal or a vampire outside the Sabbat, despite knowing that if you are discovered there is a good chance that both of you would be destroyed. You are always having to cover up this relationship. You must never reveal this secret or you will be in deep trouble.
 
Underworld Ties (3 pt. Merit): You have both influence over and contacts in the local Mafia and organized street gangs. This provides you with limited access to large numbers of "soldiers", as well as extensive links to the underworld of crime. The more often you use your ties with the criminal element, the weaker they grow.
 
Ward (3 pt. Flaw): You are devoted to the protection of a mortal. You may describe your ward, though the Storyteller will actually create her. This character may be a friend or relative from your pre-Embrace days, or simply a mortal you admire and consider important. Wards have a way of getting caught up in the action of stories, and are frequent targets of a character's enemies.